Raymarching opens up amazing possibilities

We made Raymarching Toolkit because we were struck by how beautiful and fascinating the possibilities are.

We are immensely inspired by the artists and programmers that share these techniques. We want to contribute by inspiring non-programmers to play with this type of rendering and see it applied in interactive applications.

Manipulating objects in completely different ways than traditional polygon-based scenes is really exciting and feels like unexplored territory in videogames.

We can’t wait to see what you create!

Limitations

Since raymarching is very perfomance-heavy, note that the Raymarching Toolkit requires a gaming-grade GPU, and the resulting framerate can be limited:

Complex scenes are perfomance-heavy and might cause slow-downs in the Unity Editor when adding or removing objects.

The scene’s structure remains static at runtime. Objects and parameters can be moved and changed, but can’t be added or deleted during Play mode.

Raymarching Toolkit includes several optimizations and settings to counteract the limitations. For more details, see Limitations.